165 lines
4.3 KiB
JavaScript
165 lines
4.3 KiB
JavaScript
function ProcessCommand(player, cmd)
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{
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// print("command: " + player + " " + uneval(cmd) + "\n");
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// TODO: all of this stuff needs to do checks for valid arguments
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// (e.g. make sure players own the units they're trying to use)
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switch (cmd.type)
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{
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case "debug-print":
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print(cmd.message);
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break;
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case "walk":
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for each (var ent in cmd.entities)
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{
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var ai = Engine.QueryInterface(ent, IID_UnitAI);
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if (ai)
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ai.Walk(cmd.x, cmd.z, cmd.queued);
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}
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break;
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case "attack":
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for each (var ent in cmd.entities)
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{
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var ai = Engine.QueryInterface(ent, IID_UnitAI);
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if (ai)
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ai.Attack(cmd.target, cmd.queued);
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}
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break;
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case "repair":
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// This covers both repairing damaged buildings, and constructing unfinished foundations
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for each (var ent in cmd.entities)
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{
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var ai = Engine.QueryInterface(ent, IID_UnitAI);
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if (ai)
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ai.Repair(cmd.target, cmd.queued);
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}
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break;
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case "gather":
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for each (var ent in cmd.entities)
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{
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var ai = Engine.QueryInterface(ent, IID_UnitAI);
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if (ai)
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ai.Gather(cmd.target, cmd.queued);
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}
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break;
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case "train":
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var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
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if (queue)
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queue.AddBatch(player, cmd.template, +cmd.count);
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break;
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case "stop-train":
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var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
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if (queue)
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queue.RemoveBatch(player, cmd.id);
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break;
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case "construct":
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/*
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* Construction process:
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* . Take resources away immediately.
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* . Create a foundation entity with 1hp, 0% build progress.
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* . Increase hp and build progress up to 100% when people work on it.
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* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
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* . If it's completed, it gets replaced with the real building.
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*/
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// Find the player
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var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var playerEnt = cmpPlayerMan.GetPlayerByID(player);
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var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
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// Tentatively create the foundation (we might find later that it's a invalid build command)
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var ent = Engine.AddEntity("foundation|" + cmd.template);
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// TODO: report errors (e.g. invalid template names)
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// Move the foundation to the right place
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var cmpPosition = Engine.QueryInterface(ent, IID_Position);
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cmpPosition.JumpTo(cmd.x, cmd.z);
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cmpPosition.SetYRotation(cmd.angle);
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var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
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if (cmpObstruction && cmpObstruction.CheckCollisions())
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{
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// TODO: report error to player (the building site was obstructed)
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// Remove the foundation because the construction was aborted
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Engine.DestroyEntity(ent);
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break;
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}
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var cmpCost = Engine.QueryInterface(ent, IID_Cost);
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if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts()))
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{
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// TODO: report error to player (they ran out of resources)
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// Remove the foundation because the construction was aborted
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Engine.DestroyEntity(ent);
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break;
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}
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// Make it owned by the current player
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var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
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cmpOwnership.SetOwner(player);
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// Initialise the foundation
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var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
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cmpFoundation.InitialiseConstruction(player, cmd.template);
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// Tell the units to start building this new entity
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ProcessCommand(player, {
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"type": "repair",
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"entities": cmd.entities,
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"target": ent,
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"queued": cmd.queued
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});
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break;
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case "delete-entity":
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// Verify the player owns the unit
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var cmpOwnership = Engine.QueryInterface(cmd.entity, IID_Ownership);
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if (!cmpOwnership || cmpOwnership.GetOwner() != player)
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break;
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var cmpHealth = Engine.QueryInterface(cmd.entity, IID_Health);
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if (cmpHealth)
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cmpHealth.Kill();
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else
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Engine.DestroyEntity(cmd.entity);
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break;
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case "set-rallypoint":
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for each (var ent in cmd.entities)
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{
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var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
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if (cmpRallyPoint)
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cmpRallyPoint.SetPosition(cmd.x, cmd.z);
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}
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break;
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case "unset-rallypoint":
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for each (var ent in cmd.entities)
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{
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var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
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if (cmpRallyPoint)
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cmpRallyPoint.Unset();
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}
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break;
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default:
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error("Ignoring unrecognised command type '" + cmd.type + "'");
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}
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}
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Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
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